overgeeked
Open-World Sandbox
Absolutely fair.5e is. Probably 3.x and 4e too. But I don't think that's particularly true of TSR editions.
Absolutely fair.5e is. Probably 3.x and 4e too. But I don't think that's particularly true of TSR editions.
Ideal class balance:Terrible class balance: casters are just better than non-casters.
Meh class balance: everyone’s mathematically equal.
Amazing class balance: rock-paper-scissors, i.e. you can trounce someone and someone else can trounce you.
Not equal, but my groups tend to view that the ability to fight to some degree is required of every PC, except healers. But I expect that is because similar expectations are what holds the group together. Its not a universal notion, but I would say it is a common one.I don't subscribe to.the notion that everyone needs to be equally capable in combat, because combat shouldn't be the primary focus of play.
Exactly. I abandoned balance long ago.The focus on "balance" (which is actually a concern about parity) between broad player character categories (such as classes) is wrong-headed and misses the point. It assumes that the G is the most important part of RPG, which probably has never been true for more than a relatively small portion of gamers.
In OD&D the writeup for Charisma is the most extensive for the stats, and the rules for dealing with henchmen much more than the combat rules.5e is. Probably 3.x and 4e too. But I don't think that's particularly true of TSR editions.
At a guess, you don't spend much time playing the less than awesome classes.Ideal class balance:
I don't really care if the Fighter can trounce the Cleric, who can trounce the Wizard. They're supposed to be trouncing the giant spiders I've scattered all over the forest, each in their own unique ways and with varying degrees of intensity.
No, not the most important, only that it is important. If some options are just out-and-out better than others, that's bad game design.The focus on "balance" (which is actually a concern about parity) between broad player character categories (such as classes) is wrong-headed and misses the point. It assumes that the G is the most important part of RPG, which probably has never been true for more than a relatively small portion of gamers.
Everyone is also not a mage in Ars Magica, and the expectation is that you will have zero to one mages in actual play at any one time.
If D&D had a similar restriction on how many characters could use spells in a party and every player was expected to rotate characters between adventures, that would help. But again, a huge change to D&D and, after a certain amount of changes, you're probably better off just playing Ars Magica.
Hard to say. My last character was an Abjurer, and I'm told that is one of the worst to play. Before that, I played a Hexblade, and I'm told it's one of the most powerful. I honestly didn't notice much difference between the two; they both seemed to play about the same for me but nobody believes me when I say that.At a guess, you don't spend much time playing the less that awesome classes.